Huge Update and Trailer Announcement!


I've spent the past 37 days making a Balatro inspired game. It was originally made for the 16th Pirate Software Game Jam, but people liked it so much that I decided to publish the game on Steam. 

Play now on itch here: https://kristoff-red.itch.io/combolite

Wishlist on Steam here: https://store.steampowered.com/app/3499540/COMBOLITE

I made a brand new announcement trailer for a huge update I uploaded today:

Here's all the updates I've done to the game:

New features:

- Added arrows to deck view to indicate which weapon a gem/buff is targeting.

- Previous total damage numbers are now shown on the map.

- Controller/keyboard is now supported.

- Added symbols for: Mouse, Keyboard (WASD or arrows), Xbox and Playstation controller

- Added an impact frame sort of animation. This triggers after dealing the highest damage in a single hit for the current run. Only starts triggering after a minimum of 1000 damage.

- Steam integration

- Added an objectives system. 

- The player gets 3 of these at the start of each area with each with predetermined difficulty but for a random weapon and task. 

- Once completed, the player receives coins and a global buff based on the difficulty of the objective.

- At first only common and uncommon weapons can get objectives. Weapons get added to the weapon pool once the player sees them in the shop. This is so that the player can't get a "katana" objective until they actually seen one in the first place. The reason this doesn't happen on purchase instead is to remove the ability to manipulate objectives by not adding new weapons to the weapon pool.

- Added settings to change number display format

- You can now have up to 3 savefiles.

Changes:

- Changed the order of how the player's weapons are ordered. It's now in a zig-zag pattern instead of left -> right. This is clearner for both the arrows and there are less sudden camera movements.

- Grass is more visible when viewing your deck.

- Speed cap was increased by about 40%, so longer combos should end faster.

- Modifiers are now called gems and the description was updated to hint on the fact that they get destroyed when applied.

- Refreshing the shop was slightly sped up.

- Changed lighting and shadows in all areas.

- Area ending part now shows the amount of weapons selected and you cannot proceed before selecting at least 1 weapon.

- Same type global buffs in weapon descriptions are now combined into a single panel.

- Added some extra FX for the buffs selector.

- Shops now refresh with a maximum of 2 gems and 2 buffs.

- You can now drag & drop when changing the order of your weapons.

- Weapons are now animated in/out to not block the shop.

Bugfixes:

- Weapon descriptions should no longer block mouse inputs.

- Transitioning from and to the pause menu should have less issues now.

- Main menu buttons should no longer be "spammable"

- Going into and back from pause menu respawned already bought shop items. Buying an item like that made an invisible item in the deck which caused crashes.

- The starting Test Cube will no longer keep gemstones between runs.

- Items can no longer be locked while the shop is being refreshed. This lead to the item to never spawn, essentially removing a slot from the shop.

- Items can no longer be bought while the shop is being refreshed. This caused some items to not spawn in.

- Shop refresh button can no longer be spammed.

- Fixed a bug where weapon descriptions sometimes generated in two columns when they weren't supposed to yet.

- Fixed a visual bug where far away area decorations turned black at certain distances.

- Main menu highscores now correctly show the weapon name. (from TEST_CUBE -> Test Cube)

- You can no longer buy items from the deck view.

- Dialogue and area title labels are now properly centered on wide aspect ratios.

- Fixed a bug where if you spammed LMB on the area ending screen, the "LET US CONTINUE" text remained on screen.

Balancing and weapons:

Overall, a bunch of base damage increases and multiplier nerfs. The objectives system really broke balancing by giving a lot more global buffs to the player, so they needed to be nerfed to not become insanely overpowered.

⬜ Changes:

- "Bow" was renamed to "Hunting bow".

- When switching to the next area your weapons will be sold for $1 each instead of just getting erased. You also start with $10 by default.

- Target damage ramping was adjusted. The last fight of each area has a larger jump and the target increases faster.

🟩 Buffs:

- Base damage modifiers are now always before multiplier buffs.

- Global buffs are now always uncommon or higher in rarity.

- Every third global buffs choice event thing will guarantee all epic or higher.

- The player now starts each area with 15 coins.

- Shortbow, Hunting bow and longbow all got a +5 base damage boost.

- Hammer: 50 -> 65 base damage.

- Katana: 50 -> 150 base damage.

- Banana: 5% -> 7% to duplicate.

- Field Strength global buff was buffed:

(+10, +20, +30, +40, +50) ---> (+20, +30, +40, +50, +60)

- Base Damage global buff was buffed:

(+25, +50, +75, +100, +150) ---> (+40, +80, +120, +160, +200)

🟥 Nerfs:

- Green gem is now "uncommon" instead of "common".

- Green gem: 7 -> 10 base price.

- Damage Multiplier global buff was nerfed:

(2x, 3x, 4x, 5x, 7x) ---> (1.5x, 2x, 3x, 4x, 5x)

- Group Multiplier global buff was nerfed:

(1.25x, 1.5x, 2x, 2.5x, 3x) ---> (1.2x, 1.3x, 1.5x, 1.75x, 2.0x)

Files

Windows 58 MB
1 day ago
Linux 54 MB
1 day ago

Get COMBOLITE

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